Prompted Actions Flashcards

1
Q

What prompted actions are available during the charge phase?

A

C1. Move SuGs to allow others to charge
C2. Prompt charges
C3. Stop forced charges
C4. Countercharge or intercept
CM1. Move generals
CM2. Generals <= 2 BW prompt through fire

(QRS)

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2
Q

What prompted actions are available during the Movement phase?

A
  • 2 Charge/Move
    • CM1. Move generals
    • CM2. Generals prompt through fire
  • 15 Movement
    • 3 Miscellaneous
      • M1. Switch flexibles/redress ranks
      • M14. Double move
      • M15. Move artillery
    • 7 Advance
      • M2. Advance directly ahead
      • M3. Advance with a wheel
      • M4. Advance with a double wheel
      • M5. Full ahead with shift
      • M6. Advance and contract
      • M10. Turn 180° with move
      • M11. Turn 90° with move
    • 3 Stationary
      • M7. Expand while stationary
      • M8. Contract on the spot
      • M9. Turn 90° or 180° on the spot
    • 2 Fall Back
      • M12. Fall back with Cv, Cm, Ch, Skirm Inf
      • M13. Fall back with other troops
  • 2 Move/Fighting
    • MF1. Move unengaged bases to single file
    • MF2. Turn 90°/180° to face enemy in contact

(QRS)

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3
Q

What prompted actions are available during the fighting phase?

A
  • MF1. Move unengaged bases to single file
  • MF2. Turn 90°/180° to face enemy in contact
  • F1. Control pursuit
  • F2. Break off Cv, Cm, or Ch from slower foot
  • F3. Break off from other slower enemy
  • F4. Break off from equal speed enemy

(QRS)

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4
Q

What prompted actions are available during the end of turn phase?

A

E1. Generals recover wounds

(QRS)

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5
Q

What are the cards required and special rules for the Move SuG to allow others to charge prompted action?

A

(C1) White card

  • Only if it allows a charge.
  • Only white moves are allowed.

(QRS)

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6
Q

What are the cards required and special rules for the Prompt Charges prompted action?

A

(C2) Green card for all

  • Wheel up to 90° at the beginning of the charge
  • An unengaged file of an engaged UG can charge 1 BW.

(QRS)

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7
Q

What are the cards required and special rules for the Stop Forced Charges prompted action?

A

(C3) NA/Green/Yellow/Red for Skirmishers/Dilled/Formed/Tribal

  • Applies to non missile-focused DC/CL <= 3 BW of TuG and non-missile focused <= 1 BW of TuG
  • Does not apply if >= 3 down in charge combat

(QRS)

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8
Q

What are the cards required and special rules for the Countercharge or Intercept prompted action?

A

(C4) Yellow/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal

  • Countercharge can wheel, intercept can not.
  • Must end in the path of charge
  • Normal move -1 BW
  • May not start/go closer than 1 BW to chargers

(QRS; p. 124, I7)

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9
Q

What are the cards required and special rules for the Move General prompted action?

A

(CM1) Green card for all

  • Maximum of 1 move per phase
  • Applies to phase 2.1 (charge) or 4.3 (prompted moves) in movement phase.

(QRS)

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10
Q

What are the cards required and special rules for the General Prompting Through Fire prompted action?

A

(CM2) Yellow recovers 1 BW, Red recovers 2 BW

  • Must be <= 2 BW of UG.

(QRS)

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11
Q

What are the cards required and special rules for the Switch Flexibles/Redress Ranks prompted action?

A

(M1) Green/Green/Yellow/Red for Skirm/Drilled/Formed/Tribal

  • Neither allowed while in combat (not an MF action)
  • Redressing ranks must maintain the same frontage

(QRS)

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12
Q

What are the cards required and special rules for the Advance (no wheels) prompted action?

A

(M2) White for all

  • Advance must be directly ahead (and may be short)
  • SuGs may contract/expand <= 2 BW
  • Must be <= 2 BW after run away/skirmish

(QRS)

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13
Q

What are the cards required and special rules for the Advance with Wheel prompted action?

A

(M3) White/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal

  • One wheel <= 90° at any time
  • SuGs may expand/contract <= 2 BWs at any time

(QRS)

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14
Q

What are the cards required and special rules for the Advance with Double Wheel prompted action?

A

(M4) Green/Green/Yellow/Red for Skirm/Drilled/Formed/Tribal

  • Two wheels <= 90° at any time, except that
  • Must move >= 1 BW directly ahead between wheels
  • Must always be >= 2 BW from TuGs

(QRS)

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15
Q

What are the cards required and special rules for the Advance with Shift prompted action?

A

(M5) White/Green/Red/NA for Skirm/Drilled/Formed/Tribal

  • Must move full distance directly ahead
  • Shift 1 BW at end of move
  • Must always be >= 4 BW from TuGs

(QRS)

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16
Q

What are the cards required and special rules for the Advance and Contract prompted action?

A

(M6) White/Green/Green/Red for Skirm/Drilled/Formed/Tribal

  • Must move >= 2 BW directly ahead
  • Contract 1 or 2 BW in behind
  • Must always be >= 2 BW from TuGs

(QRS)

17
Q

What are the cards required and special rules for the Expand (no advance) prompted action?

A

(M7) White/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal

  • Expand 1 BW on either or both sides
  • Can redress ranks

(QRS)

18
Q

What are the cards required and special rules for the Contract (no advance) prompted action?

A

(M8) White/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal

  • Contract 1 or 2 BW
  • Can redress ranks
  • Must be >= 4 BW from TuGs

(QRS)

19
Q

What are the cards required and special rules for the Turn (no advance) prompted action?

A

(M9) White/Green/Yellow/Yellow for Skirm/Drilled/Formed/Tribal

  • Turn can be 90° or 180°
  • For 90° - Initial width same as initial depth rounded up - Expand minimum necessary either side and redress ranks to achieve legal formation
  • 180° allowed after run away/skirmish

(QRS)

20
Q

What are the cards required and special rules for the Turn 180° with Move prompted action?

A

(M10) White/Yellow/Red/NA for Skirm/Drilled/Formed/Tribal

  • Not allowed for pikes
  • Turn at beginning or end
  • -1 BW to allowed move distance
  • May include one wheel
  • Up to 2 BW after run away/skirmish (but no wheels)

(QRS)

21
Q

What are the cards required and special rules for the Turn 90° and Move prompted action?

A

(M11) White/Yellow/Red/NA for Skirm/Drilled/Formed/Tribal

  • Not allowed for pikes
  • Turn 90° at the beginning of the turn.
  • Expand either side minimum necessary for legal formation and redress ranks
  • -1 BW per initial file to allowed move distance
  • May include 1 wheel

(QRS)

22
Q

What are the cards required and special rules for the Fall Back (Cv, Cm, Ch, Skirm Inf) prompted action?

A

(M12) Green/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal

  • Fall back <= 3 BW (directly backwards)
  • Max of speed before slowing is lesser of 3 BW/speed in terrain

(QRS)

23
Q

What are the cards required and special rules for the Fall Back (other than Cv, Cm, Ch, Skirm Inf) prompted action?

A

(M13) NA/Yellow/Red/Red for Skirm/Drilled/Formed/Tribal

  • Fall back <= 2 BW (directly backwards)
  • Max of speed before slowing is lesser of 2 BW/speed in terrain

(QRS)

24
Q

What are the cards required and special rules for the Double Move prompted action?

A

(M14) Green/Yellow/Yellow/Red for Skirm/Drilled/Formed/Tribal

  • 2 consecutive green and/or white moves
  • Must always be >= 4 BW from TuGs
  • TuGs push back SuGs on first move only

(QRS)

25
Q

What are the cards required and special rules for the Move Artillery prompted action?

A

(M15) Red/NA/NA/NA for Skirm/Drilled/Formed/Tribal

  • No block moves allowed
  • May only move directly ahead, wheel, turn 90°, or turn 180°

(QRS)

26
Q

What are the cards required and special rules for the Move Unengaged Bases prompted action?

A

(MF1) White/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal

Move unengaged bases to a single different file. Allowed to:

  • Fill gaps
  • Create ranks
  • Fight enemy supporting file
  • Create a supporting file

Note that multiple such actions are allowed, limited only to your available cards.

(QRS)

27
Q

What are the cards required and special rules for the Turn to Face Enemy prompted action?

A

(MF2) White/White/Green/Green for Skirm/Drilled/Formed/Tribal

  • Turn any or all bases with enemy in frontal contact with their flank or rear to face enemy.

(QRS)

28
Q

What are the cards required and special rules for the Control Pursuit prompted action?

A

(F1) Green/Yellow/Red/NA for Skirm/Drilled/Formed/Tribal

  • Not allowed for DC/CL
  • Cv, Cm, Ch, and El reduced to 2 BW
  • Others reduced to 1 BW

(QRS)

29
Q

What are the cards required and special rules for the Break off from Slower Foot prompted action?

A

(F2) Green/Green/Green/Yellow for Skirm/Drilled/Formed/Tribal

  • Only Cv, Cm, or Ch
  • Directly backwards 2 BW up to move -1 BW
  • (Distance is limited to max in terrain)

(QRS)

30
Q

What are the cards required and special rules for the Break off from Slower Enemy prompted action?

A

(F3) Green/Yellow + KaB/Yellow + KaB/Red + KaB for Skirm/Drilled/Formed/Tribal

  • Directly backwards 2 BW up to move - 1 BW
  • (Distance is limited to max in terrain)
  • (Note that Cv/Cm/Cv vs slower foot is F2)

(QRS)

31
Q

What are the cards required and special rules for the Break off from Equal Speed Enemy prompted action?

A

(F4) Yellow + KaB/Yellow + KaB/Red + KaB/NA for Skirm/Drilled/Formed/Tribal

  • Directly backwards 2 BW up to move - 1 BW
  • (Distance is limited to max in terrain)

(QRS)

32
Q

What are the cards required and special rules for the Recover Wounds prompted action?

A

(E1) Yellow if not in combat/Red if in combat

  • General must be <= 4 BW from UG.
  • (General may use upgrade)

(QRS)

33
Q

What are the cards required and special rules for the Advance and Expand prompted action?

A

There is no such prompted action, although SuGs may expand up to 2 BWs as part of an M2 Advance Directly Ahead prompted action. TuGs may only expand while stationary.

34
Q

Describe the particular rules for how many files you end up with after a 90° turn.

A
  • Initially after turning your formation must be at as wide (rounded up) as your initial formation was deep.
  • Then you expand up to 1 BW each side, but only by the minimum necessary to achieve a legal formation.

(p. 97)

35
Q

How close must a general be to a UG to prompt through fire?

A

2 BW

(QRS)

36
Q

How close must a general be to a UG to recover wounds?

A

4 BW

(QRS)

37
Q

What are the exceptions to 1 prompted action/turn for UGs?

A
  • After stopping a charge with a C2 move, you may later move.
  • After a charge you may do an F1-F4 action (control pursuit, break off)
  • After a skirmish/run away, UGs can do a limited M2, M9, or M10 move.
  • You may do as many MF1/MF2 actions as you have cards

(p. 80, #14)

38
Q

Can you prompt a charge to avoid a forced charge through friends and thus avoid destroying skirmishers or taking the KaB test?

A

No.

(See https://mortem-et-gloriam.co.uk/smf/index.php?topic=1402.msg11101#msg11101.)